Devlog 01 - AM (Full Game)

This Devlog focuses on full game features and updates.

The biggest update: You can now get in/out of the car and explore on foot!

Footage captured through the UE5 Editor.

Players can now get in and out of the car at any time, exploring and investigating areas the vehicle can’t reach. You can freely switch seats, or exit and enter from either side, giving you full control over how you approach each situation.

The car remains the fastest way to travel and your safest barrier against the things that lurk in the dark. The car also functions as your home base, storing any items you find along the way. But the farther you stray from the car, the more the atmosphere changes. You will no longer find comfort in the sounds on the radio and must instead confront the silence of the outside world and whatever lurks beyond.

All below updates are influenced by getting in/out of the car (it’s a big update).


The Main Character

Players take control of ‘Drive Girl’ (our internal name for the protagonist).


Enemy AI

Matt (Lead Developer) has been working on player character movement and basic enemy AI. He’s almost done with the basic enemy AI, but we’ll wait a bit to show it since it’s all dev test room stuff with T-posing models sliding around, which isn’t the most visually exciting.

The basic enemy functions like a more advanced Alpen Ghoul Yeti, so stealth will be a viable option if you don’t want to waste battery. The big feature is a GTA style “threat level” system where the more chaos you cause, the more they’ll start to swarm you. There’s also a “mother brain” system that helps coordinate their behavior, allowing for smarter searching and patrolling than if each acted independently.


Sticker System

If you’ve played the demo you know your main defense is a sticker powered flashlight. That system continues into the full game, but with more customizable sticker options to buff your flashlight(s) and battle enemies.


What’s next?‍ ‍

We are currently focused on getting the main systems in place first before moving forward.

Once these systems are in a good spot, we are moving to level design, creatures, and building interiors. Atmosphere and sound design also remain high priorities. The full game will expand on the radio.

Matt and I (Chelsea) both work freelance between Gamedev, so updates are off and on, but we will always post updates when they are finished. Follow us on X, and YouTube to stay updated. You can also join our Patreon for free and have access to our Discord.


Play the demo!

The demo isn’t necessary to enjoy the full game; however, it includes story elements that are not available in the full version.

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AM - Streamer Compilation